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@ -1337,15 +1337,7 @@ private: |
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regs.SetRegisterToInteger(dest, true, 0, result, 1, 1); |
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} |
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|
|
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void WriteTexsInstruction(const Instruction& instr, const std::string& coord, |
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const std::string& texture) { |
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|
// Add an extra scope and declare the texture coords inside to prevent
|
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|
|
// overwriting them in case they are used as outputs of the texs instruction.
|
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shader.AddLine('{'); |
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++shader.scope; |
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shader.AddLine(coord); |
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shader.AddLine("vec4 texture_tmp = " + texture + ';'); |
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|
|
|
|
void WriteTexsInstruction(const Instruction& instr, const std::string& texture) { |
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|
// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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|
// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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@ -1357,19 +1349,17 @@ private: |
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if (written_components < 2) { |
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|
// Write the first two swizzle components to gpr0 and gpr0+1
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regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false, |
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|
regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false, |
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written_components % 2); |
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} else { |
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ASSERT(instr.texs.HasTwoDestinations()); |
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// Write the rest of the swizzle components to gpr28 and gpr28+1
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regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false, |
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regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false, |
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|
written_components % 2); |
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|
} |
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|
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++written_components; |
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|
} |
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--shader.scope; |
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|
shader.AddLine('}'); |
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} |
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static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) { |
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@ -2600,7 +2590,6 @@ private: |
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} |
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case OpCode::Id::TEX: { |
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Tegra::Shader::TextureType texture_type{instr.tex.texture_type}; |
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std::string coord; |
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const bool is_array = instr.tex.array != 0; |
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UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP), |
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@ -2633,21 +2622,23 @@ private: |
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bool depth_compare_extra = false; |
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const auto scope = shader.Scope(); |
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switch (num_coordinates) { |
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case 1: { |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index); |
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if (is_array) { |
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if (depth_compare) { |
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coord = "vec3 coords = vec3(" + x + ", " + depth_value + ", " + |
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array_elem + ");"; |
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shader.AddLine("vec3 coords = vec3(" + x + ", " + depth_value + ", " + |
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array_elem + ");"); |
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} else { |
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coord = "vec2 coords = vec2(" + x + ", " + array_elem + ");"; |
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shader.AddLine("vec2 coords = vec2(" + x + ", " + array_elem + ");"); |
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|
} |
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} else { |
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if (depth_compare) { |
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coord = "vec2 coords = vec2(" + x + ", " + depth_value + ");"; |
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shader.AddLine("vec2 coords = vec2(" + x + ", " + depth_value + ");"); |
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} else { |
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coord = "float coords = " + x + ';'; |
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shader.AddLine("float coords = " + x + ';'); |
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} |
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} |
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break; |
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@ -2658,17 +2649,18 @@ private: |
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regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1); |
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|
if (is_array) { |
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|
|
if (depth_compare) { |
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|
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + depth_value + |
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|
", " + array_elem + ");"; |
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|
shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + |
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|
depth_value + ", " + array_elem + ");"); |
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|
} else { |
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + array_elem + ");"; |
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|
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + |
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|
|
array_elem + ");"); |
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|
|
} |
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|
|
} else { |
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|
|
if (depth_compare) { |
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|
|
coord = |
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|
"vec3 coords = vec3(" + x + ", " + y + ", " + depth_value + ");"; |
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|
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + |
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|
depth_value + ");"); |
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|
} else { |
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coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
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|
|
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); |
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|
|
} |
|
|
|
} |
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|
|
break; |
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|
@ -2681,14 +2673,14 @@ private: |
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|
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2); |
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|
|
if (is_array) { |
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|
|
depth_compare_extra = depth_compare; |
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|
|
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + |
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|
|
array_elem + ");"; |
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|
|
shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + |
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|
|
array_elem + ");"); |
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|
|
} else { |
|
|
|
if (depth_compare) { |
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|
|
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + |
|
|
|
depth_value + ");"; |
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|
|
shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + |
|
|
|
depth_value + ");"); |
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|
|
} else { |
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|
|
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");"; |
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|
|
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");"); |
|
|
|
} |
|
|
|
} |
|
|
|
break; |
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|
|
@ -2700,7 +2692,7 @@ private: |
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|
|
// Fallback to interpreting as a 2D texture for now
|
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|
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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|
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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|
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
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|
|
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); |
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|
|
texture_type = Tegra::Shader::TextureType::Texture2D; |
|
|
|
} |
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|
@ -2709,9 +2701,6 @@ private: |
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|
|
// Add an extra scope and declare the texture coords inside to prevent
|
|
|
|
// overwriting them in case they are used as outputs of the texs instruction.
|
|
|
|
|
|
|
|
shader.AddLine('{'); |
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|
|
++shader.scope; |
|
|
|
shader.AddLine(coord); |
|
|
|
std::string texture; |
|
|
|
|
|
|
|
switch (instr.tex.GetTextureProcessMode()) { |
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|
|
@ -2765,23 +2754,20 @@ private: |
|
|
|
static_cast<u32>(instr.tex.GetTextureProcessMode())); |
|
|
|
} |
|
|
|
} |
|
|
|
if (!depth_compare) { |
|
|
|
shader.AddLine("vec4 texture_tmp = " + texture + ';'); |
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|
|
|
|
|
|
if (depth_compare) { |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |
|
|
|
} else { |
|
|
|
std::size_t dest_elem{}; |
|
|
|
for (std::size_t elem = 0; elem < 4; ++elem) { |
|
|
|
if (!instr.tex.IsComponentEnabled(elem)) { |
|
|
|
// Skip disabled components
|
|
|
|
continue; |
|
|
|
} |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false, |
|
|
|
dest_elem); |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem); |
|
|
|
++dest_elem; |
|
|
|
} |
|
|
|
} else { |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |
|
|
|
} |
|
|
|
--shader.scope; |
|
|
|
shader.AddLine('}'); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TEXS: { |
|
|
|
@ -2884,6 +2870,7 @@ private: |
|
|
|
} |
|
|
|
const std::string sampler = |
|
|
|
GetSampler(instr.sampler, texture_type, is_array, depth_compare); |
|
|
|
|
|
|
|
std::string texture; |
|
|
|
switch (process_mode) { |
|
|
|
case Tegra::Shader::TextureProcessMode::None: { |
|
|
|
@ -2908,12 +2895,11 @@ private: |
|
|
|
static_cast<u32>(instr.texs.GetTextureProcessMode())); |
|
|
|
} |
|
|
|
} |
|
|
|
if (!depth_compare) { |
|
|
|
WriteTexsInstruction(instr, coord, texture); |
|
|
|
} else { |
|
|
|
WriteTexsInstruction(instr, coord, "vec4(" + texture + ')'); |
|
|
|
} |
|
|
|
|
|
|
|
if (depth_compare) { |
|
|
|
texture = "vec4(" + texture + ')'; |
|
|
|
} |
|
|
|
WriteTexsInstruction(instr, texture); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TLDS: { |
|
|
|
@ -2974,13 +2960,12 @@ private: |
|
|
|
static_cast<u32>(instr.tlds.GetTextureProcessMode())); |
|
|
|
} |
|
|
|
} |
|
|
|
WriteTexsInstruction(instr, coords, texture); |
|
|
|
WriteTexsInstruction(instr, texture); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TLD4: { |
|
|
|
ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D); |
|
|
|
ASSERT(instr.tld4.array == 0); |
|
|
|
std::string coord; |
|
|
|
|
|
|
|
UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP), |
|
|
|
"NODEP is not implemented"); |
|
|
|
@ -2997,10 +2982,7 @@ private: |
|
|
|
if (depth_compare) |
|
|
|
num_coordinates += 1; |
|
|
|
|
|
|
|
// Add an extra scope and declare the texture coords inside to prevent
|
|
|
|
// overwriting them in case they are used as outputs of the texs instruction.
|
|
|
|
shader.AddLine('{'); |
|
|
|
++shader.scope; |
|
|
|
const auto scope = shader.Scope(); |
|
|
|
|
|
|
|
switch (num_coordinates) { |
|
|
|
case 2: { |
|
|
|
@ -3031,7 +3013,9 @@ private: |
|
|
|
const std::string texture = "textureGather(" + sampler + ", coords, " + |
|
|
|
std::to_string(instr.tld4.component) + ')'; |
|
|
|
|
|
|
|
if (!depth_compare) { |
|
|
|
if (depth_compare) { |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |
|
|
|
} else { |
|
|
|
shader.AddLine("vec4 texture_tmp = " + texture + ';'); |
|
|
|
std::size_t dest_elem{}; |
|
|
|
for (std::size_t elem = 0; elem < 4; ++elem) { |
|
|
|
@ -3043,11 +3027,7 @@ private: |
|
|
|
dest_elem); |
|
|
|
++dest_elem; |
|
|
|
} |
|
|
|
} else { |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |
|
|
|
} |
|
|
|
--shader.scope; |
|
|
|
shader.AddLine('}'); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TLD4S: { |
|
|
|
@ -3074,26 +3054,22 @@ private: |
|
|
|
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
|
|
|
shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");"); |
|
|
|
} |
|
|
|
const std::string texture = "textureGather(" + sampler + ", coords, " + |
|
|
|
std::to_string(instr.tld4s.component) + ')'; |
|
|
|
|
|
|
|
if (!depth_compare) { |
|
|
|
WriteTexsInstruction(instr, coords, texture); |
|
|
|
} else { |
|
|
|
WriteTexsInstruction(instr, coords, "vec4(" + texture + ')'); |
|
|
|
std::string texture = "textureGather(" + sampler + ", coords, " + |
|
|
|
std::to_string(instr.tld4s.component) + ')'; |
|
|
|
if (depth_compare) { |
|
|
|
texture = "vec4(" + texture + ')'; |
|
|
|
} |
|
|
|
|
|
|
|
--shader.scope; |
|
|
|
shader.AddLine('}'); |
|
|
|
WriteTexsInstruction(instr, texture); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TXQ: { |
|
|
|
UNIMPLEMENTED_IF_MSG(instr.txq.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP), |
|
|
|
"NODEP is not implemented"); |
|
|
|
|
|
|
|
++shader.scope; |
|
|
|
shader.AddLine('{'); |
|
|
|
// TODO: the new commits on the texture refactor, change the way samplers work.
|
|
|
|
const auto scope = shader.Scope(); |
|
|
|
|
|
|
|
// TODO: The new commits on the texture refactor, change the way samplers work.
|
|
|
|
// Sadly, not all texture instructions specify the type of texture their sampler
|
|
|
|
// uses. This must be fixed at a later instance.
|
|
|
|
const std::string sampler = |
|
|
|
@ -3104,7 +3080,8 @@ private: |
|
|
|
regs.GetRegisterAsInteger(instr.gpr8) + ')'; |
|
|
|
const std::string mip_level = "textureQueryLevels(" + sampler + ')'; |
|
|
|
shader.AddLine("ivec2 sizes = " + texture + ';'); |
|
|
|
regs.SetRegisterToInteger(instr.gpr0, true, 0, "sizes.x", 1, 1); |
|
|
|
|
|
|
|
regs.SetRegisterToInteger(instr.gpr0.Value() + 0, true, 0, "sizes.x", 1, 1); |
|
|
|
regs.SetRegisterToInteger(instr.gpr0.Value() + 1, true, 0, "sizes.y", 1, 1); |
|
|
|
regs.SetRegisterToInteger(instr.gpr0.Value() + 2, true, 0, "0", 1, 1); |
|
|
|
regs.SetRegisterToInteger(instr.gpr0.Value() + 3, true, 0, mip_level, 1, 1); |
|
|
|
@ -3115,8 +3092,6 @@ private: |
|
|
|
static_cast<u32>(instr.txq.query_type.Value())); |
|
|
|
} |
|
|
|
} |
|
|
|
--shader.scope; |
|
|
|
shader.AddLine('}'); |
|
|
|
break; |
|
|
|
} |
|
|
|
case OpCode::Id::TMML: { |
|
|
|
@ -3131,17 +3106,18 @@ private: |
|
|
|
const std::string sampler = |
|
|
|
GetSampler(instr.sampler, texture_type, is_array, false); |
|
|
|
|
|
|
|
// TODO: add coordinates for different samplers once other texture types are
|
|
|
|
const auto scope = shader.Scope(); |
|
|
|
|
|
|
|
// TODO: Add coordinates for different samplers once other texture types are
|
|
|
|
// implemented.
|
|
|
|
std::string coord; |
|
|
|
switch (texture_type) { |
|
|
|
case Tegra::Shader::TextureType::Texture1D: { |
|
|
|
coord = "float coords = " + x + ';'; |
|
|
|
shader.AddLine("float coords = " + x + ';'); |
|
|
|
break; |
|
|
|
} |
|
|
|
case Tegra::Shader::TextureType::Texture2D: { |
|
|
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
|
|
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
|
|
|
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); |
|
|
|
break; |
|
|
|
} |
|
|
|
default: |
|
|
|
@ -3149,22 +3125,15 @@ private: |
|
|
|
|
|
|
|
// Fallback to interpreting as a 2D texture for now
|
|
|
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
|
|
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
|
|
|
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); |
|
|
|
texture_type = Tegra::Shader::TextureType::Texture2D; |
|
|
|
} |
|
|
|
// Add an extra scope and declare the texture coords inside to prevent
|
|
|
|
// overwriting them in case they are used as outputs of the texs instruction.
|
|
|
|
shader.AddLine('{'); |
|
|
|
++shader.scope; |
|
|
|
shader.AddLine(coord); |
|
|
|
|
|
|
|
const std::string texture = "textureQueryLod(" + sampler + ", coords)"; |
|
|
|
const std::string tmp = "vec2 tmp = " + texture + "*vec2(256.0, 256.0);"; |
|
|
|
shader.AddLine(tmp); |
|
|
|
shader.AddLine("vec2 tmp = " + texture + " * vec2(256.0, 256.0);"); |
|
|
|
|
|
|
|
regs.SetRegisterToInteger(instr.gpr0, true, 0, "int(tmp.y)", 1, 1); |
|
|
|
regs.SetRegisterToInteger(instr.gpr0.Value() + 1, false, 0, "uint(tmp.x)", 1, 1); |
|
|
|
--shader.scope; |
|
|
|
shader.AddLine('}'); |
|
|
|
break; |
|
|
|
} |
|
|
|
default: { |
|
|
|
|